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All data relating to a particle system's ticking. Kept in a cache friendly package.
| Name | FPSCTickData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemManager.h |
| Include Path | #include "Particles/ParticleSystemManager.h" |
Syntax
struct FPSCTickData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPSCTickData() |
Particles/ParticleSystemManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanTickConcurrent | uint8 | True if this PSC can have it's concurrent tick run on task threads. | Particles/ParticleSystemManager.h | |
| bPendingReregister | uint8 | True if we've been registered on the same frame we've just unregistered. | Particles/ParticleSystemManager.h | |
| bPendingUnregister | uint8 | True if we've unregistered during this frame. | Particles/ParticleSystemManager.h | |
| PrereqComponent | TObjectPtr< UActorComponent > | In most cases, PSCs can just consider a single prerequisite if any. i.e. their attach parent. | Particles/ParticleSystemManager.h | |
| TickGroup | TEnumAsByte< ETickingGroup > | Tick group. | Particles/ParticleSystemManager.h | |
| TickListHandle | int32 | Handle into a static tick list, if we're using static lists. | Particles/ParticleSystemManager.h |